I offer for consideration, play, testing and comment my thoroughly revised Simple Panzer Grenadier game system in the attached Word document.

It is best to think of it as a new game using the components and many of the systems of the existing one, than as a modest tweak or set of optional rules.

The goal is something more like a more realistic Panzerblitz rather than a larger scale Squad Leader. Compared to the games as printed, it is designed to be far simpler, faster playing, less board clutter, more decisive combat, with realistic combined arms relationships. Leaders are not used, morale is simplified to a single state worse than good order, and while the same combat tables and procedures are used, the printed combat results far more frequently result in outright step losses rather than possible morale "dings".

Thanks enrique. I can post a dozen scenarios or so using these rules, for those interested in trying the system out.

As a simple starting point, I recommend the following, using the Elsenborn ridge module maps.

US defenders get 3 infantry platoons, 1 HMG platoon, 1 81mm mortar platoon, and off board support by a single battery of 105mm howitzer, which can hit the whole map if anyone can spot for them. Normal ammo limits as described in the rules for the mortars and howitzers; the howitzers are "dedicated support", ammo loss number 11+. The Americans set up first in a small village surrounded by open fields, wheat on their north. Any of them that set up outside the building hexes can start dug in (foxholes).

Then the Germans get 6 infantry platoons, 2 HMG platoons, and 2 81mm mortar platoons, in a road column one unit per hex, stretching out left of the US held village and out of sight of them initially. There is a large wood that gives out abiout 8 hexes from the American village; the Germans will be able to deploy there without being spotted, given the spotting rules as revised etc.

All units both sides are morale 7. US shaken loss limit is 3 steps, demoralized is 5 steps. German shaken loss limit is 6 steps, demoralized is 9 steps. Time limit is 15 game turns (it is usually decided before then). VPs are 1 for each enemy step loss plus 1 for each village hex held at the time limit (there are 4 of those total, and all start in US hands). Final VP count within +/- 2 is a draw, 3 higher for either side is a victory. Burden on the Germans to attack, obviously, since the US have a victory in hand if nothing happens.

It is a fine intro game for learning the new rules. The Germans should be able to win (handily) if they apply the right tactics, but they can hit their loss limits and snowball to a loss if they do it wrong.

Key things to keep in mind in this situation -

Spotting ranges. The buildings hexes are full cover for spotting, so even when they fire the American units will not be visible at long range. The Germans need to move in the open to get close enough to see the Americans, and will be seen at a longer distance themselves when they do so. The Americans can also drop indirect fire on them without firing the infantry, and remain unspotted that way until Germans get close.

Stacking dangers. The Germans in particular need to be wary of bunching up, or the 105s will crucify multiple units at once. Assault actions once actually up to the town, however, do generally require multiple units to be effective, and half of all assaulters must enter the hex they assault, up to the stacking limit.

Overwatch and "reserve" of actions. The Americans have few units, and each unit acts only once a turn. If all act early in the turn, the Germans can move "with impunity" for the rest of the current turn. Often it is better to save fire to prevent near approach than to take another "trash" shot at range. The Germans on the other hand can hold reply fire or the opportunity to "rush" over the American's heads, while risking moves closer with only a portion of their force.

Getting a move on. The Germans face a kind of timetable once they are in the open, in that the US 105s will fire continually with an average of 12 shots before running dry (11+ ammo depletion number). And an 11 or 12 from a battery of 105s is going to hurt something. Taking too long can let the US guns, alone, wrack up enough German losses to make the demoralization levels a danger and to make eventual victory harder in VP terms.

Above all, players of existing Pz Gdr will see how much more immediately deadly basic fire is in the revised rules.

Also pay attention to the rally rules, and particularly the restriction that rally actions may not be performed within 3 hexes of enemy units. This means the Germans typically need time to back off and rally and reapproach, so disrupted units can be out of the fight for several turns. The Americans may not be able to afford retreat to rally, though they can use the wheatfield and building "shadows" (LOS blockage from being behind rather than in them) to "shelter" from the Germans. Sometimes standing to fire with 1/2 FP may be the best a disrupted unit can do, if it can't expect to truly get clear and have time to rally unmolested.

That should get you started. More involved, "real" scenarios, I will post later today.

One VP for each building hex in the objective village controlled at game end.
One VP for each step loss caused to enemy force, ignoring trucks (but not half tracks).
4 VP bonus for demoralizing the enemy force (they must be over their higher loss limit).
VP totals within plus or minus 3 is a draw, otherwise the higher total wins.

This is a good learning game for the new AT combat system, the limited visibility rules, and ground condition effect on movement.

Simple Panzer Grenadier scenario
Rendulic the Ready
Russian assault, rifle army forces with heavy tank support vs German infantry division defense
July 1943, east face of Orel salient early in Operation Kutuzov
Steppe terrain with low ridges, Germans set up on higher ground, Russians initially in defilade behind first ridge.

German defenders set up first, anywhere but the first 10-hex width Russian start map

Time limit 20 turns.
Germans earn 2 VPs for each KV step destroyed, 1 for each other Russian step destroyed.
Russians earn 1 VP for each German step destroyed.
Russians each 1 VP for each Russian tank or infantry step (not HMGs or mortars) exited off the German map edge by the time limit.

This is a good scenario to learn combined arms tactics in the revised system.
Using 50% dummies for the mines, it can also be played solo as the Russians.

1 VP is earned for each enemy step destroyed, trucks excluded.
The Russians can also earn 1 VP for each tank step (only) exited off the German (south) edge of the map.
5 VPs for demoralizing the enemy force. Results within plus or minus 4 points are a draw, 5 or better margin is a win.

Time limit 20 turns
1 VP for each enemy step destroyed, except Tiger steps count double.
5 VP German bonus for demoralizing the Russian force
5 VP Russian bonus for pushing German force to Shaken
Special automatic victory for the Russians if they demoralize the German force.
Germans earn 1 VP for each tank step (only Tiger, Panzer IV, Panzer III, not SPWs) exited off the Russian side of the map.
Germans must win by at least 10 VPs to win. 0 or less is a Russian victory, 1-9 net German VPs is a draw.

Each side earns 1 VP for each enemy step destroyed, except German Panzer III steps count double.
Germans earn 1 VP for each infantry platoon step (only, not HMGs or tanks etc) in good order in building hexes at the end of the scenario.
Germans earn 5 VPs for demoralizing the Russian force. Russian automatically win if they demoralize the German force.
Germans need net 10 VPs or more to win, Russians win if the Germans have less than 5 net VPs, 6-9 net German VPs is a draw.

Special - the Germans do not get the Panzerfaust close assault and anti-overrun bonus (this unit didn't have any yet).

Each side earns 1 VP per enemy step destroyed.
US earns 5 VP for demoralizing the German force.
Germans win automatically if they demoralize the US force.
Net VP margin must be +5 in your favor to win, 4 or fewer net VPs either way is a draw.